Dwelfs and Dragoblins: More hybrid race options for D&D 5e

Male dwelf concept art by dmantz, via reddit

One year ago, I posted a way of creating player characters in Dungeons & Dragons 5th edition that have the traits of two different playable races. That blog post was Bring on the dwelfs: Mixed race options in Dungeons & Dragons 5e, and it has become my most-viewed post on this site.

However, after posting I realised I wasn’t entirely happy with it, and felt it could be expanded and improved. So, finally, here is the expanded and improved guide for creating mixed race or hybrid characters in Dungeons & Dragons 5th edition:

Creating Hybrid Races in D&D 5e by Stephen Morffew (v2)

Whereas the previous guide included only 10 different official races (and some of their subraces), this new guide includes 71 different official races and sub-races, which can now be freely mixed and matched to create new racial options. You can still make your half-Elf/half-Dwarf Dwelf, but maybe you want to make a half-Dragonborn/half-Goblin, or a half-Shifter/half-Tabaxi, or one of over a thousand other possibilities. Now you can! Enjoy!

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Get Inspired: Reading from D&D Appendix E

Appendix E from D&D 5e PHBIn the back of the Dungeons & Dragons 5th edition Player’s Handbook, there is a list of inspirational reading called Appendix E. It’s a list of books (much as you might find in other RPGs) that influenced the creation of D&D or might help inspire players or DMs, and even some that were themselves inspired by D&D. It’s an expansion of an older list, Appendix N, that was compiled by Gary Gygax for the original Dungeon Master’s Guide in 1979. That list is specifically things that influenced Gary, and runs the gamut from fantasy through science fiction to horror; the additions for Appendix E tend to be more strictly fantasy, in line with what D&D has now become. (Other people have already talked about the evolution from Appendix N into Appendix E, so if you like you can look here, here or here, but in general I’d say that I’d have preferred if they’d been more willing to cut things out that no longer seemed appropriate.)

For a while, I’ve been reading books from the list when I’ve had the time, and now, in the last couple of months, I made an earnest attempt to read all the books that I hadn’t yet got around to. And since I have this roleplaying blog already, I might as well put down a little review for each thing I read.

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Quick Cortex Prime hack: Spies and monster hunters in Cold City

Cold City coverMy gaming group just wrapped up a Cold City campaign. It was fun, and we liked the setting, but afterwards the other players and I were unanimous in our dislike of the game’s system. There were some good bits, but too many bad bits getting in the way. For example, stats increase when you succeed and decrease when you fail, and if they decrease too far (which can happen on the turn of a single roll, especially if you were a min-maxer like me) that leads to a downward spiral and then it’s almost impossible for your character to become competent again.

Another player suggested that you could play a campaign with the same setting in another game like The Dystopian Universe Roleplaying Game (a Fate game). He was probably right, but I’ve never played that game, so I’m going to hack Cold City for Cortex Prime instead. Enjoy!

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Dream Questing as open table play: it’s been done, right?

I’m going to pitch a campaign idea, and I want people to tell me 1) whether they’ve ever done anything like this before, and 2) how it went. Ok? Here goes:

Heroes adventure through a fantasy world (the usual: fighting evil, slaying monsters, rescuing imprisoned royalty, saving the common folk, overthrowing tyrants, wielding powerful weapons and magic, exploring the wondrous lands around them, making a name for themselves, etc.). But they aren’t firmly tethered to this fantasy world, because in fact they are from the mundane world, without monsters or magic or heroes or wonder. In their home world they are normal people, unimportant, but sometimes when they sleep they appear in the fantasy world and become heroes. And when they wake, they vanish from that fantasy world until their next visit.

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Advise me: How should I blog my reviews of D&D Appendix E?

This holiday season, I’m using my free time to read some of the inspirational books and stories from Appendix E in the Dungeons & Dragons 5th edition Players Handbook. This is based on a much earlier list, compiled by Gary Gygax for the original Dungeon Master’s Guide and known throughout the internet as Appendix N. (Admiral.Ironbombs has talked a bit about Appendix N and Appendix E on their own blog, here.)

Since I have a roleplaying blog already, and since this is a roleplaying-adjacent subject, I thought I might blog a little about my impressions of these books. I’m not a prodigious reader, and I’m not much for literary analysis, but perhaps someone will find my thoughts on these tales interesting.

But I’m in a quandary: should I put all my reviews in a single blog post or split them up, perhaps even into separate reviews for each book? A single post would have the benefit of keeping everything in one place, but it would be very long (even though the individual reviews will be quite short). Multiple posts would be more easily digestible, but I suspect harder to find any specific thing you’re interested in (maybe even needing an index post), to the point where they might crowd out the other blog posts on the site. I honestly don’t know which is best.

Dear readers, what would you prefer? One long post, or many short posts?

These Questions Two: What are your traits asking you?

John Cleese as Tim the Enchanter from Monty Python and the Holy Grail.
I’ll pose to you these questions two,
Ere that action you do.

(I know the bridgekeeper said the line in the film, but Tim the Enchanter is cooler and it’s easier to find good screenshots.)

The traits we use in roleplaying games frame a lot about how the game works and how characters fit into it. Three years ago, Fred Hicks encapsulated this (in an excellent blog post on Fate Accelerated Edition) by saying that the traits in the game pose a question that is answered when you pick which trait to use. In Fate Accelerated, for example, the traits are Approaches and the question is “How are you doing that?”. When you pick the Approach to use for a given action, the question is answered: Quickly, Carefully, Forcefully, Cleverly, Flashily or Sneakily.

I’d been thinking about something similar before Fred’s blog, and I’ve been thinking about it on-and-off ever since. It’s come to the forefront of my mind again recently because of Cortex Prime. Cortex Prime is a modular game system, so players (and especially GMs) need to have a solid understanding of what the traits in their games mean and why they’re there. (Cortex Prime is also why I’m using ‘traits’ as a generic term for rated stats that you pick when you need to roll or resolve something.)

I now believe that, contrary to what Fred wrote in his blog post, traits don’t pose a question for players to answer: they pose two questions, which players answer at different times. As well as the in-the-moment questions when players pick the trait they’ll use, there’s another question, posed even earlier, when the players establish the ratings of the traits on their character sheets.

In this blog, I’ll look at what these two questions are and what they mean, then give example questions for the main trait types in use today (and some new ones!). Hopefully this will be useful for GMs working out how to make their Cortex Prime campaign, as well as game designers more broadly. Let’s get to it!

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Sailing the 7th Sea is exciting but choppy

7th Sea (2nd edition) cover

7th Sea (second edition) by John Wick Presents is a roleplaying game of swashbuckling and sorcery in a fantasy version of 17th century Europe. I’m currently running a short campaign. The players and I are having fun, but I’ll probably never run it again and one of the players who had intended to run it himself has been put off from doing that. Some of the mechanics are great and powerful additions to the RPG designer’s toolbox; in other places the core rules feel unclear and frustrating, putting a burden on the GM to make rulings.

This isn’t a thorough review of the game (Rob Donoghue has you covered if that’s what you want), but it is a look at some specific areas that I feel are worthy of greater attention. First up is Stories, and players taking the helm for their own development.

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